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Weapons Repair - 7/23/2010 2:03:32 PM   
currahee55

 

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I've scoured Ch 14.2 and subsections on weapons repair; even the largest port can only repair up to port size X 25, or a weapon size of 250. How then do you repair larger weapons, such as BB main batteries?
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RE: Weapons Repair - 7/23/2010 2:23:57 PM   
jetjockey


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Shipyard?

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RE: Weapons Repair - 7/23/2010 2:58:27 PM   
Sardaukar


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Yep, you need repair yard.

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RE: Weapons Repair - 7/23/2010 7:11:59 PM   
John Lansford

 

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Send the damaged vessel to a shipyard, and be prepared for a lengthy stay.  Replacing main gun batteries especially is going to take a long time, which is as it should be.  Simple flooding/system damage can be fixed quickly, even if its major damage, but replace a few gun turrets and the completion time goes way up.  I had one CA lose a MG turret in a night surface battle in mid-42 and it took three months at Alameda to replace it.

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RE: Weapons Repair - 7/23/2010 10:23:49 PM   
Mistmatz

 

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quote:

ORIGINAL: John Lansford

Send the damaged vessel to a shipyard, and be prepared for a lengthy stay.  Replacing main gun batteries especially is going to take a long time, which is as it should be.  Simple flooding/system damage can be fixed quickly, even if its major damage, but replace a few gun turrets and the completion time goes way up.  I had one CA lose a MG turret in a night surface battle in mid-42 and it took three months at Alameda to replace it.



Three months for an AA turret sounds a bit excessive. Are you sure the shipyard size was acording to the weapons requirement?

Generally I'd rather put such a vessel for a few days to SF and stop work on other ships to get it back to the line quickly.

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RE: Weapons Repair - 7/23/2010 10:42:16 PM   
Bullwinkle58


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quote:

ORIGINAL: Mistmatz


quote:

ORIGINAL: John Lansford

Send the damaged vessel to a shipyard, and be prepared for a lengthy stay.  Replacing main gun batteries especially is going to take a long time, which is as it should be.  Simple flooding/system damage can be fixed quickly, even if its major damage, but replace a few gun turrets and the completion time goes way up.  I had one CA lose a MG turret in a night surface battle in mid-42 and it took three months at Alameda to replace it.



Three months for an AA turret sounds a bit excessive. Are you sure the shipyard size was acording to the weapons requirement?

Generally I'd rather put such a vessel for a few days to SF and stop work on other ships to get it back to the line quickly.


I think MG here is "main gun" not "machine gun."

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RE: Weapons Repair - 7/24/2010 3:20:45 AM   
currahee55

 

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Thanks all, that helps!!

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RE: Weapons Repair - 7/24/2010 4:59:15 AM   
Mistmatz

 

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quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: Mistmatz


quote:

ORIGINAL: John Lansford

Send the damaged vessel to a shipyard, and be prepared for a lengthy stay.  Replacing main gun batteries especially is going to take a long time, which is as it should be.  Simple flooding/system damage can be fixed quickly, even if its major damage, but replace a few gun turrets and the completion time goes way up.  I had one CA lose a MG turret in a night surface battle in mid-42 and it took three months at Alameda to replace it.



Three months for an AA turret sounds a bit excessive. Are you sure the shipyard size was acording to the weapons requirement?

Generally I'd rather put such a vessel for a few days to SF and stop work on other ships to get it back to the line quickly.


I think MG here is "main gun" not "machine gun."



Ooops... ok, that would explain the lenghty period.

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RE: Weapons Repair - 7/24/2010 12:59:54 PM   
Nomad


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quote:

ORIGINAL: Mistmatz


quote:

ORIGINAL: John Lansford

Send the damaged vessel to a shipyard, and be prepared for a lengthy stay.  Replacing main gun batteries especially is going to take a long time, which is as it should be.  Simple flooding/system damage can be fixed quickly, even if its major damage, but replace a few gun turrets and the completion time goes way up.  I had one CA lose a MG turret in a night surface battle in mid-42 and it took three months at Alameda to replace it.



Three months for an AA turret sounds a bit excessive. Are you sure the shipyard size was acording to the weapons requirement?

Generally I'd rather put such a vessel for a few days to SF and stop work on other ships to get it back to the line quickly.


You would be disappointed, Alameda has a 180 repair yard and SF has a 140.

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RE: Weapons Repair - 7/24/2010 4:53:28 PM   
Bullwinkle58


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quote:

ORIGINAL: Nomad

You would be disappointed, Alameda has a 180 repair yard and SF has a 140.


True. Alameda is often overlooked. But for capital ship repairs on the WC nothing beats Seattle. WITP trained me to always send the heavies to SF, and it was a hard habit to break, but Seattle is the way to go when your BBs need to be torn down to the guts and rebuilt, 1943-style.

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RE: Weapons Repair - 7/24/2010 5:21:44 PM   
Nomad


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What I try to do is first load them to about 50% of capacity, then if I need more I put some more in Seatle.

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RE: Weapons Repair - 7/24/2010 6:40:03 PM   
Bullwinkle58


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quote:

ORIGINAL: Nomad

What I try to do is first load them to about 50% of capacity, then if I need more I put some more in Seatle.


Without re-reading those manual sections, doesn't that underleverage your per-day repairs overall across your forces? It would seem you're throwing away good shipyard points in an uber-repair yard like Seattle, where any size ship and any type of repair (major weapon system) can be undertaken, and several large ships can go to Critical without "redding out."

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RE: Weapons Repair - 7/24/2010 7:28:58 PM   
JWE

 

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quote:

ORIGINAL: Bullwinkle58
quote:

ORIGINAL: Nomad
What I try to do is first load them to about 50% of capacity, then if I need more I put some more in Seatle.
Without re-reading those manual sections, doesn't that underleverage your per-day repairs overall across your forces? It would seem you're throwing away good shipyard points in an uber-repair yard like Seattle, where any size ship and any type of repair (major weapon system) can be undertaken, and several large ships can go to Critical without "redding out."

It does underleverage repair assets. A small (very small) portion of unused shipyard capacity can be used to leverage other repair modes, but very inefficiently. A gang of unused welders and shipfitters can wander onto the docks, but cranes and machine shops can't.

Never, ever, under utilize your repair yards. Stuff them full, glut the brutes. Use the port (and tender and NavSup supported) modes for triage and to staunch the blood flow. Then move what you really, really, really want into the yard. If something is already there, then swap it out, but don't forget it takes a couple days to do that. Priority is your nickel. Assets are there. Use them .. wisely.

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RE: Weapons Repair - 7/24/2010 7:58:56 PM   
Bullwinkle58


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quote:

ORIGINAL: JWE

Never, ever, under utilize your repair yards. Stuff them full, glut the brutes. Use the port (and tender and NavSup supported) modes for triage and to staunch the blood flow. Then move what you really, really, really want into the yard. If something is already there, then swap it out, but don't forget it takes a couple days to do that. Priority is your nickel. Assets are there. Use them .. wisely.


Maybe a rule of thumb for newbies (and oldies) is to go Big-to-Small in the same theater when filling? This is especially true on the WC. Clearly you wouldn't send a ship from Sydney to SF if it would fit in Sydney, just becasue SF has unused capacity. But I think you can gain a lot of days if you play the WC yards correctly.

My hardest calls are to move anything to CT, or even more so the East Coast. EC is the queen of all yards, but it's a long way going and coming. The other head-scratcher is figuring when the transit time from Colombo to CT is worth it for a big boy, versus packing out Colombo and making routine repairs slower.

Repairs are one of my favorite parts of AE, so much improved over WITP.

< Message edited by Bullwinkle58 -- 7/24/2010 8:01:42 PM >


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RE: Weapons Repair - 7/24/2010 11:43:43 PM   
USSAmerica


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quote:

ORIGINAL: JWE


quote:

ORIGINAL: Bullwinkle58
quote:

ORIGINAL: Nomad
What I try to do is first load them to about 50% of capacity, then if I need more I put some more in Seatle.
Without re-reading those manual sections, doesn't that underleverage your per-day repairs overall across your forces? It would seem you're throwing away good shipyard points in an uber-repair yard like Seattle, where any size ship and any type of repair (major weapon system) can be undertaken, and several large ships can go to Critical without "redding out."

It does underleverage repair assets. A small (very small) portion of unused shipyard capacity can be used to leverage other repair modes, but very inefficiently. A gang of unused welders and shipfitters can wander onto the docks, but cranes and machine shops can't.

Never, ever, under utilize your repair yards. Stuff them full, glut the brutes. Use the port (and tender and NavSup supported) modes for triage and to staunch the blood flow. Then move what you really, really, really want into the yard. If something is already there, then swap it out, but don't forget it takes a couple days to do that. Priority is your nickel. Assets are there. Use them .. wisely.


It's good to see Sy'mon back.

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RE: Weapons Repair - 7/25/2010 12:15:56 AM   
ADB123

 

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quote:

My hardest calls are to move anything to CT, or even more so the East Coast. EC is the queen of all yards, but it's a long way going and coming. The other head-scratcher is figuring when the transit time from Colombo to CT is worth it for a big boy, versus packing out Colombo and making routine repairs slower.


Colombo is great, as long as you are rid of the KB. Otherwise CT is the Port in a Storm to be in.

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RE: Weapons Repair - 7/25/2010 12:42:53 AM   
Mistmatz

 

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I'm under the impression that it is sometimes beneficial to have a heavily damaged vessel in pierside mode rather than shipyard. For example some of my BBs after the PH attack had all their damage types in their seventies. It takes a week or so to loose one of these damage points for major flood or engine damage in a yard, but the sys damage seems to drop quicker at pierside. Anyone with similar experiences?

_____________________________

If you gained knowledge through the forum, why not putting it into the AE wiki?

http://witp-ae.wikia.com/wiki/War_in_the_Pacific:_Admiral%27s_Edition_Wiki


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RE: Weapons Repair - 7/28/2010 3:39:50 PM   
fjaloma

 

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So my question is, based on the below comment, is there a way to determine what "type" of repairs can be performed at a Shipyard? When I clidk on a shipyard/base, how can I tell at a glance that it can perform heavy reparis like the Main Gun for a BB?




quote:

Send the damaged vessel to a shipyard, and be prepared for a lengthy stay. Replacing main gun batteries especially is going to take a long time, which is as it should be. Simple flooding/system damage can be fixed quickly, even if its major damage, but replace a few gun turrets and the completion time goes way up. I had one CA lose a MG turret in a night surface battle in mid-42 and it took three months at Alameda to replace it.

(in reply to John Lansford)
Post #: 18
RE: Weapons Repair - 7/28/2010 9:00:30 PM   
John Lansford

 

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mistmatz,

What you're seeing when you put the damaged ships in pierside repair vs shipyard repair is the type of damage that each repair facility can fix.  Pierside can repair minor system/flooding damage only, which is why the repair times go way down.  I bet there was an "#" behind those estimated repair times, though; that means there was major damage present they couldn't fix.

So yes, the pierside repair facility can take the load off a shipyard if all you've got is minor damage, or even if you want to repair a badly damaged ship enough to get it safely to a larger shipyard, but they won't completely repair any ship if it has major damage.

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RE: Weapons Repair - 7/28/2010 9:47:21 PM   
Bullwinkle58


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quote:

ORIGINAL: fjaloma

So my question is, based on the below comment, is there a way to determine what "type" of repairs can be performed at a Shipyard? When I clidk on a shipyard/base, how can I tell at a glance that it can perform heavy reparis like the Main Gun for a BB?


Read Section 14.2.4 of the manual, and its subsidiary sections.



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